Battlefield Damaged
Something in or around the battlefield gets broken. If the fight occurs indoors, it might be
a piece of furniture, a window, or a keg of ale.

Battlefield Shifts
The tide of battle carries all figures 1d6 squares in a random direction from their current
location. Nobody gains any attacks of opportunity.

Close Quarters
Two enemies that threaten each other find themselves inside one another's reach and are
effectively grappled.

Item Damaged
A random combatant has something damaged by a wild swing. Choose anything except a
weapon and roll an item saving throw to see if it broke.

Item Dropped
As above, but the item is spilled, dropped, or cut free from the owner's person.

Knock Down
A random combatant engaged in melee is knocked to the ground by a collision with
someone near him. The nearest figure (friend or foe) must roll a successful saving throw
vs. paralyzation or fall down next to him.

Lucky Break
A random combatant is favored by fate and gains a +4 bonus to his Armor Class and
saving throws for this round only.

Lucky Opening
A random combatant sees his chance. He gets a +4 bonus to the attack roll against
whatever enemy he had planned to attack this round.

d6 roll Result
1–3 Mount bolts. It sprints for 1d10 rounds in a random direction or until the
rider rolls a successful riding proficiency check.
4–5 Mount rears. The rider must roll a successful riding proficiency check or
fall off the mount.
6 Mount falls. The thrown rider must roll a successful saving throw vs.
paralyzation or be stunned for 1d6 rounds.

Reinforcements
Allies of the DM's choice show up for one side or the other.

Retreat
The press drives back all threatened figures of one side or the other. See Retreats, below.

Slip
A random combatant slips and falls, spending the round on his back.

Weapon Trouble
A random combatant experiences difficulty with his weapon. Roll 1d6:
1–2 Combatant disarmed unless a successful saving throw vs. paralyzation is
rolled.
3–5 Hard parry may break weapon. Roll a successful item saving throw vs.
crushing blow to avoid.
6 If the character killed an opponent last round, his weapon is stuck in the
foe's body. Take a round to pull it out.